From 54418c5e69c5085750762e2bd3220ae7a6808471 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Thu, 23 Dec 2010 10:05:08 -0800
Subject: Removed unused code -- this was the previous version of UDP texture
sending, which now lives entirely in LindenUDP space.
---
.../TextureDownload/UserTextureDownloadService.cs | 265 ---------------------
1 file changed, 265 deletions(-)
delete mode 100644 OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
(limited to 'OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs')
diff --git a/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs b/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
deleted file mode 100644
index 19f0f90..0000000
--- a/OpenSim/Region/CoreModules/Agent/TextureDownload/UserTextureDownloadService.cs
+++ /dev/null
@@ -1,265 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Reflection;
-using log4net;
-using OpenMetaverse;
-using OpenSim.Framework;
-using OpenSim.Framework.Communications.Limit;
-using OpenSim.Framework.Statistics;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.Agent.TextureDownload
-{
- ///
- /// This module sets up texture senders in response to client texture requests, and places them on a
- /// processing queue once those senders have the appropriate data (i.e. a texture retrieved from the
- /// asset cache).
- ///
- public class UserTextureDownloadService
- {
-// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- ///
- /// True if the service has been closed, probably because a user with texture requests still queued
- /// logged out.
- ///
- private bool closed;
-
- ///
- /// We will allow the client to request the same texture n times before dropping further requests
- ///
- /// This number includes repeated requests for the same texture at different resolutions (which we don't
- /// currently handle properly as far as I know). However, this situation should be handled in a more
- /// sophisticated way.
- ///
-// private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
-
- ///
- /// XXX Also going to limit requests for found textures.
- ///
-// private readonly IRequestLimitStrategy foundTextureLimitStrategy
-// = new RepeatLimitStrategy(MAX_ALLOWED_TEXTURE_REQUESTS);
-
-// private readonly IClientAPI m_client;
- private readonly Scene m_scene;
-
- ///
- /// Texture Senders are placed in this queue once they have received their texture from the asset
- /// cache. Another module actually invokes the send.
- ///
-// private readonly OpenSim.Framework.BlockingQueue m_sharedSendersQueue;
-
- ///
- /// Holds texture senders before they have received the appropriate texture from the asset cache.
- ///
- private readonly Dictionary m_textureSenders = new Dictionary();
-
- ///
- /// We're going to limit requests for the same missing texture.
- /// XXX This is really a temporary solution to deal with the situation where a client continually requests
- /// the same missing textures
- ///
-// private readonly IRequestLimitStrategy missingTextureLimitStrategy
-// = new RepeatLimitStrategy(MAX_ALLOWED_TEXTURE_REQUESTS);
-
- public UserTextureDownloadService(
- IClientAPI client, Scene scene, OpenSim.Framework.BlockingQueue sharedQueue)
- {
-// m_client = client;
- m_scene = scene;
-// m_sharedSendersQueue = sharedQueue;
- }
-
- ///
- /// Handle a texture request. This involves creating a texture sender and placing it on the
- /// previously passed in shared queue.
- ///
- ///
- public void HandleTextureRequest(TextureRequestArgs e)
- {
-
- //TextureSender.TextureSender textureSender;
-
- //TODO: should be working out the data size/ number of packets to be sent for each discard level
- //if ((e.DiscardLevel >= 0) || (e.Priority != 0))
- //{
- //lock (m_textureSenders)
- //{
- //if (m_textureSenders.TryGetValue(e.RequestedAssetID, out textureSender))
- //{
- // If we've received new non UUID information for this request and it hasn't dispatched
- // yet, then update the request accordingly.
- // textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
- //}
- //else
- //{
- // m_log.DebugFormat("[TEXTURE]: Received a request for texture {0}", e.RequestedAssetID);
-
- //if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
- //{
- // m_log.DebugFormat(
- // "[TEXTURE]: Refusing request for {0} from client {1}",
- // e.RequestedAssetID, m_client.AgentId);
-
- //return;
- //}
- //else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
- //{
- // if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
- // {
- // if (StatsManager.SimExtraStats != null)
- // StatsManager.SimExtraStats.AddBlockedMissingTextureRequest();
-
- // Commenting out this message for now as it causes too much noise with other
- // debug messages.
- // m_log.DebugFormat(
- // "[TEXTURE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {2} requests",
- // e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
- // }
-
- // return;
- //}
-
- m_scene.StatsReporter.AddPendingDownloads(1);
-
- //TextureSender.TextureSender requestHandler = new TextureSender.TextureSender(m_client, e.DiscardLevel, e.PacketNumber);
- //m_textureSenders.Add(e.RequestedAssetID, null);
-
- m_scene.AssetService.Get(e.RequestedAssetID.ToString(), this, TextureReceived);
-
-
- }
-
- protected void TextureReceived(string id, Object sender, AssetBase asset)
- {
- if (asset != null)
- TextureCallback(asset.FullID, asset);
- }
-
- ///
- /// The callback for the asset cache when a texture has been retrieved. This method queues the
- /// texture sender for processing.
- ///
- ///
- ///
- public void TextureCallback(UUID textureID, AssetBase texture)
- {
- //m_log.DebugFormat("[USER TEXTURE DOWNLOAD SERVICE]: Calling TextureCallback with {0}, texture == null is {1}", textureID, (texture == null ? true : false));
-
- // There may still be texture requests pending for a logged out client
- if (closed)
- return;
-
- /*
- lock (m_textureSenders)
- {
- TextureSender.TextureSender textureSender;
- if (m_textureSenders.TryGetValue(textureID, out textureSender))
- {
- // XXX It may be perfectly valid for a texture to have no data... but if we pass
- // this on to the TextureSender it will blow up, so just discard for now.
- // Needs investigation.
- if (texture == null || texture.Data == null)
- {
- if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
- {
- missingTextureLimitStrategy.MonitorRequests(textureID);
-
- // m_log.DebugFormat(
- // "[TEXTURE]: Queueing first TextureNotFoundSender for {0}, client {1}",
- // textureID, m_client.AgentId);
- }
-
- ITextureSender textureNotFoundSender = new TextureNotFoundSender(m_client, textureID);
- EnqueueTextureSender(textureNotFoundSender);
- }
- else
- {
- if (!textureSender.ImageLoaded)
- {
- textureSender.TextureReceived(texture);
- EnqueueTextureSender(textureSender);
-
- foundTextureLimitStrategy.MonitorRequests(textureID);
- }
- }
-
- //m_log.InfoFormat("[TEXTURE] Removing texture sender with uuid {0}", textureID);
- m_textureSenders.Remove(textureID);
- //m_log.InfoFormat("[TEXTURE] Current texture senders in dictionary: {0}", m_textureSenders.Count);
- }
- else
- {
- m_log.WarnFormat(
- "[TEXTURE]: Got a texture uuid {0} with no sender object to handle it, this shouldn't happen",
- textureID);
- }
- }
- */
- }
-
- ///
- /// Place a ready texture sender on the processing queue.
- ///
- ///
-// private void EnqueueTextureSender(ITextureSender textureSender)
-// {
-// textureSender.Cancel = false;
-// textureSender.Sending = true;
-//
-// if (!m_sharedSendersQueue.Contains(textureSender))
-// {
-// m_sharedSendersQueue.Enqueue(textureSender);
-// }
-// }
-
- ///
- /// Close this module.
- ///
- internal void Close()
- {
- closed = true;
-
- lock (m_textureSenders)
- {
- foreach (TextureSender.TextureSender textureSender in m_textureSenders.Values)
- {
- textureSender.Cancel = true;
- }
-
- m_textureSenders.Clear();
- }
-
- // XXX: It might be possible to also remove pending texture requests from the asset cache queues,
- // though this might also be more trouble than it's worth.
- }
- }
-}
--
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